/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ShadowMap.h" #include "graphics/Camera.h" #include "graphics/LightEnv.h" #include "graphics/ShaderManager.h" #include "lib/bits.h" #include "maths/BoundingBoxAligned.h" #include "maths/Brush.h" #include "maths/Frustum.h" #include "maths/MathUtil.h" #include "maths/Matrix3D.h" #include "ps/CLogger.h" #include "ps/ConfigDB.h" #include "ps/CStrInternStatic.h" #include "ps/Profile.h" #include "renderer/backend/IDevice.h" #include "renderer/backend/ITexture.h" #include "renderer/DebugRenderer.h" #include "renderer/Renderer.h" #include "renderer/RenderingOptions.h" #include "renderer/SceneRenderer.h" #include namespace { constexpr int MAX_CASCADE_COUNT = 4; constexpr float DEFAULT_SHADOWS_CUTOFF_DISTANCE = 300.0f; constexpr float DEFAULT_CASCADE_DISTANCE_RATIO = 1.7f; } // anonymous namespace /** * Struct ShadowMapInternals: Internal data for the ShadowMap implementation */ struct ShadowMapInternals { Renderer::Backend::IDevice* Device = nullptr; std::unique_ptr Framebuffer; std::unique_ptr Texture; // bit depth for the depth texture int DepthTextureBits; // width, height of shadow map int Width, Height; // Shadow map quality (-1 - Low, 0 - Medium, 1 - High, 2 - Very High) int QualityLevel; // used width, height of shadow map int EffectiveWidth, EffectiveHeight; // Transform world space into light space; calculated on SetupFrame CMatrix3D LightTransform; // transform light space into world space CMatrix3D InvLightTransform; CBoundingBoxAligned ShadowReceiverBound; int CascadeCount; float CascadeDistanceRatio; float ShadowsCutoffDistance; bool ShadowsCoverMap; struct Cascade { // transform light space into projected light space // in projected light space, the shadowbound box occupies the [-1..1] cube // calculated on BeginRender, after the final shadow bounds are known CMatrix3D LightProjection; float Distance; CBoundingBoxAligned FrustumBBAA; CBoundingBoxAligned ConvexBounds; CBoundingBoxAligned ShadowRenderBound; // Bounding box of shadowed objects in the light space. CBoundingBoxAligned ShadowCasterBound; // Transform world space into texture space of the shadow map; // calculated on BeginRender, after the final shadow bounds are known CMatrix3D TextureMatrix; // View port of the shadow texture where the cascade should be rendered. SViewPort ViewPort; }; std::array Cascades; // Camera transformed into light space CCamera LightspaceCamera; // Some drivers (at least some Intel Mesa ones) appear to handle alpha testing // incorrectly when the FBO has only a depth attachment. // When m_ShadowAlphaFix is true, we use DummyTexture to store a useless // alpha texture which is attached to the FBO as a workaround. std::unique_ptr DummyTexture; // Copy of renderer's standard view camera, saved between // BeginRender and EndRender while we replace it with the shadow camera CCamera SavedViewCamera; void CalculateShadowMatrices(const int cascade); void CreateTexture(); void UpdateCascadesParameters(); }; void ShadowMapInternals::UpdateCascadesParameters() { CascadeCount = 1; CFG_GET_VAL("shadowscascadecount", CascadeCount); if (CascadeCount < 1 || CascadeCount > MAX_CASCADE_COUNT || Device->GetBackend() == Renderer::Backend::Backend::GL_ARB) CascadeCount = 1; ShadowsCoverMap = false; CFG_GET_VAL("shadowscovermap", ShadowsCoverMap); } void CalculateBoundsForCascade( const CCamera& camera, const CMatrix3D& lightTransform, const float nearPlane, const float farPlane, CBoundingBoxAligned* bbaa, CBoundingBoxAligned* frustumBBAA) { frustumBBAA->SetEmpty(); // We need to calculate a circumscribed sphere for the camera to // create a rotation stable bounding box. const CVector3D cameraIn = camera.m_Orientation.GetIn(); const CVector3D cameraTranslation = camera.m_Orientation.GetTranslation(); const CVector3D centerNear = cameraTranslation + cameraIn * nearPlane; const CVector3D centerDist = cameraTranslation + cameraIn * farPlane; // We can solve 3D problem in 2D space, because the frustum is // symmetric by 2 planes. Than means we can use only one corner // to find a circumscribed sphere. CCamera::Quad corners; camera.GetViewQuad(nearPlane, corners); for (CVector3D& corner : corners) corner = camera.GetOrientation().Transform(corner); const CVector3D cornerNear = corners[0]; for (const CVector3D& corner : corners) *frustumBBAA += lightTransform.Transform(corner); camera.GetViewQuad(farPlane, corners); for (CVector3D& corner : corners) corner = camera.GetOrientation().Transform(corner); const CVector3D cornerDist = corners[0]; for (const CVector3D& corner : corners) *frustumBBAA += lightTransform.Transform(corner); // We solve 2D case for the right trapezoid. const float firstBase = (cornerNear - centerNear).Length(); const float secondBase = (cornerDist - centerDist).Length(); const float height = (centerDist - centerNear).Length(); const float distanceToCenter = (height * height + secondBase * secondBase - firstBase * firstBase) * 0.5f / height; CVector3D position = cameraTranslation + cameraIn * (nearPlane + distanceToCenter); const float radius = (cornerNear - position).Length(); // We need to convert the bounding box to the light space. position = lightTransform.Rotate(position); const float insets = 0.2f; *bbaa = CBoundingBoxAligned(position, position); bbaa->Expand(radius); bbaa->Expand(insets); } ShadowMap::ShadowMap(Renderer::Backend::IDevice* device) { m = new ShadowMapInternals; m->Device = device; m->Framebuffer = 0; m->Width = 0; m->Height = 0; m->QualityLevel = 0; m->EffectiveWidth = 0; m->EffectiveHeight = 0; m->DepthTextureBits = 0; // DepthTextureBits: 24/32 are very much faster than 16, on GeForce 4 and FX; // but they're very much slower on Radeon 9800. // In both cases, the default (no specified depth) is fast, so we just use // that by default and hope it's alright. (Otherwise, we'd probably need to // do some kind of hardware detection to work out what to use.) // Avoid using uninitialised values in AddShadowedBound if SetupFrame wasn't called first m->LightTransform.SetIdentity(); m->UpdateCascadesParameters(); } ShadowMap::~ShadowMap() { m->Framebuffer.reset(); m->Texture.reset(); m->DummyTexture.reset(); delete m; } // Force the texture/buffer/etc to be recreated, particularly when the renderer's // size has changed void ShadowMap::RecreateTexture() { m->Framebuffer.reset(); m->Texture.reset(); m->DummyTexture.reset(); m->UpdateCascadesParameters(); // (Texture will be constructed in next SetupFrame) } // SetupFrame: camera and light direction for this frame void ShadowMap::SetupFrame(const CCamera& camera, const CVector3D& lightdir) { if (!m->Texture) m->CreateTexture(); CVector3D x(0, 1, 0), eyepos; CVector3D z = lightdir; z.Normalize(); x -= z * z.Dot(x); if (x.Length() < 0.001) { // this is invoked if the camera and light directions almost coincide // assumption: light direction has a significant Z component x = CVector3D(1.0, 0.0, 0.0); x -= z * z.Dot(x); } x.Normalize(); CVector3D y = z.Cross(x); // X axis perpendicular to light direction, flowing along with view direction m->LightTransform._11 = x.X; m->LightTransform._12 = x.Y; m->LightTransform._13 = x.Z; // Y axis perpendicular to light and view direction m->LightTransform._21 = y.X; m->LightTransform._22 = y.Y; m->LightTransform._23 = y.Z; // Z axis is in direction of light m->LightTransform._31 = z.X; m->LightTransform._32 = z.Y; m->LightTransform._33 = z.Z; // eye is at the origin of the coordinate system m->LightTransform._14 = -x.Dot(eyepos); m->LightTransform._24 = -y.Dot(eyepos); m->LightTransform._34 = -z.Dot(eyepos); m->LightTransform._41 = 0.0; m->LightTransform._42 = 0.0; m->LightTransform._43 = 0.0; m->LightTransform._44 = 1.0; m->LightTransform.GetInverse(m->InvLightTransform); m->ShadowReceiverBound.SetEmpty(); m->LightspaceCamera = camera; m->LightspaceCamera.m_Orientation = m->LightTransform * camera.m_Orientation; m->LightspaceCamera.UpdateFrustum(); m->ShadowsCutoffDistance = DEFAULT_SHADOWS_CUTOFF_DISTANCE; m->CascadeDistanceRatio = DEFAULT_CASCADE_DISTANCE_RATIO; CFG_GET_VAL("shadowscutoffdistance", m->ShadowsCutoffDistance); CFG_GET_VAL("shadowscascadedistanceratio", m->CascadeDistanceRatio); m->CascadeDistanceRatio = Clamp(m->CascadeDistanceRatio, 1.1f, 16.0f); m->Cascades[GetCascadeCount() - 1].Distance = m->ShadowsCutoffDistance; for (int cascade = GetCascadeCount() - 2; cascade >= 0; --cascade) m->Cascades[cascade].Distance = m->Cascades[cascade + 1].Distance / m->CascadeDistanceRatio; if (GetCascadeCount() == 1 || m->ShadowsCoverMap) { m->Cascades[0].ViewPort = SViewPort{1, 1, m->EffectiveWidth - 2, m->EffectiveHeight - 2}; if (m->ShadowsCoverMap) m->Cascades[0].Distance = camera.GetFarPlane(); } else { for (int cascade = 0; cascade < GetCascadeCount(); ++cascade) { const int offsetX = (cascade & 0x1) ? m->EffectiveWidth / 2 : 0; const int offsetY = (cascade & 0x2) ? m->EffectiveHeight / 2 : 0; m->Cascades[cascade].ViewPort = SViewPort{offsetX + 1, offsetY + 1, m->EffectiveWidth / 2 - 2, m->EffectiveHeight / 2 - 2}; } } for (int cascadeIdx = 0; cascadeIdx < GetCascadeCount(); ++cascadeIdx) { ShadowMapInternals::Cascade& cascade = m->Cascades[cascadeIdx]; const float nearPlane = cascadeIdx > 0 ? m->Cascades[cascadeIdx - 1].Distance : camera.GetNearPlane(); const float farPlane = cascade.Distance; CalculateBoundsForCascade(camera, m->LightTransform, nearPlane, farPlane, &cascade.ConvexBounds, &cascade.FrustumBBAA); cascade.ShadowCasterBound.SetEmpty(); } } // AddShadowedBound: add a world-space bounding box to the bounds of shadowed // objects void ShadowMap::AddShadowCasterBound(const int cascade, const CBoundingBoxAligned& bounds) { CBoundingBoxAligned lightspacebounds; bounds.Transform(m->LightTransform, lightspacebounds); m->Cascades[cascade].ShadowCasterBound += lightspacebounds; } void ShadowMap::AddShadowReceiverBound(const CBoundingBoxAligned& bounds) { CBoundingBoxAligned lightspacebounds; bounds.Transform(m->LightTransform, lightspacebounds); m->ShadowReceiverBound += lightspacebounds; } CFrustum ShadowMap::GetShadowCasterCullFrustum(const int cascade) { // Get the bounds of all objects that can receive shadows CBoundingBoxAligned bound = m->ShadowReceiverBound; // Intersect with the camera frustum, so the shadow map doesn't have to get // stretched to cover the off-screen parts of large models bound.IntersectFrustumConservative(m->Cascades[cascade].FrustumBBAA.ToFrustum()); // ShadowBound might have been empty to begin with, producing an empty result if (bound.IsEmpty()) { // CFrustum can't easily represent nothingness, so approximate it with // a single point which won't match many objects bound += CVector3D(0.0f, 0.0f, 0.0f); return bound.ToFrustum(); } // Extend the bounds a long way towards the light source, to encompass // all objects that might cast visible shadows. // (The exact constant was picked entirely arbitrarily.) bound[0].Z -= 1000.f; CFrustum frustum = bound.ToFrustum(); frustum.Transform(m->InvLightTransform); return frustum; } // CalculateShadowMatrices: calculate required matrices for shadow map generation - the light's // projection and transformation matrices void ShadowMapInternals::CalculateShadowMatrices(const int cascade) { CBoundingBoxAligned& shadowRenderBound = Cascades[cascade].ShadowRenderBound; shadowRenderBound = Cascades[cascade].ConvexBounds; if (ShadowsCoverMap) { // Start building the shadow map to cover all objects that will receive shadows CBoundingBoxAligned receiverBound = ShadowReceiverBound; // Intersect with the camera frustum, so the shadow map doesn't have to get // stretched to cover the off-screen parts of large models receiverBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum()); // Intersect with the shadow caster bounds, because there's no point // wasting space around the edges of the shadow map that we're not going // to draw into shadowRenderBound[0].X = std::max(receiverBound[0].X, Cascades[cascade].ShadowCasterBound[0].X); shadowRenderBound[0].Y = std::max(receiverBound[0].Y, Cascades[cascade].ShadowCasterBound[0].Y); shadowRenderBound[1].X = std::min(receiverBound[1].X, Cascades[cascade].ShadowCasterBound[1].X); shadowRenderBound[1].Y = std::min(receiverBound[1].Y, Cascades[cascade].ShadowCasterBound[1].Y); } else if (CascadeCount > 1) { // We need to offset the cascade to its place on the texture. const CVector3D size = (shadowRenderBound[1] - shadowRenderBound[0]) * 0.5f; if (!(cascade & 0x1)) shadowRenderBound[1].X += size.X * 2.0f; else shadowRenderBound[0].X -= size.X * 2.0f; if (!(cascade & 0x2)) shadowRenderBound[1].Y += size.Y * 2.0f; else shadowRenderBound[0].Y -= size.Y * 2.0f; } // Set the near and far planes to include just the shadow casters, // so we make full use of the depth texture's range. Add a bit of a // delta so we don't accidentally clip objects that are directly on // the planes. shadowRenderBound[0].Z = Cascades[cascade].ShadowCasterBound[0].Z - 2.f; shadowRenderBound[1].Z = Cascades[cascade].ShadowCasterBound[1].Z + 2.f; // Setup orthogonal projection (lightspace -> clip space) for shadowmap rendering CVector3D scale = shadowRenderBound[1] - shadowRenderBound[0]; CVector3D shift = (shadowRenderBound[1] + shadowRenderBound[0]) * -0.5; if (scale.X < 1.0) scale.X = 1.0; if (scale.Y < 1.0) scale.Y = 1.0; if (scale.Z < 1.0) scale.Z = 1.0; scale.X = 2.0 / scale.X; scale.Y = 2.0 / scale.Y; scale.Z = 2.0 / scale.Z; // make sure a given world position falls on a consistent shadowmap texel fractional offset float offsetX = fmod(shadowRenderBound[0].X - LightTransform._14, 2.0f/(scale.X*EffectiveWidth)); float offsetY = fmod(shadowRenderBound[0].Y - LightTransform._24, 2.0f/(scale.Y*EffectiveHeight)); CMatrix3D& lightProjection = Cascades[cascade].LightProjection; lightProjection.SetZero(); lightProjection._11 = scale.X; lightProjection._14 = (shift.X + offsetX) * scale.X; lightProjection._22 = scale.Y; lightProjection._24 = (shift.Y + offsetY) * scale.Y; lightProjection._33 = scale.Z; lightProjection._34 = shift.Z * scale.Z; lightProjection._44 = 1.0; // Calculate texture matrix by creating the clip space to texture coordinate matrix // and then concatenating all matrices that have been calculated so far float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width; float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height; float texscalez = scale.Z * 0.5f; CMatrix3D lightToTex; lightToTex.SetZero(); lightToTex._11 = texscalex; lightToTex._14 = (offsetX - shadowRenderBound[0].X) * texscalex; lightToTex._22 = texscaley; lightToTex._24 = (offsetY - shadowRenderBound[0].Y) * texscaley; lightToTex._33 = texscalez; lightToTex._34 = -shadowRenderBound[0].Z * texscalez; lightToTex._44 = 1.0; if (Device->GetBackend() == Renderer::Backend::Backend::VULKAN) { CMatrix3D flip; flip.SetIdentity(); flip._22 = -1.0f; flip._24 = 1.0; lightToTex = flip * lightToTex; } Cascades[cascade].TextureMatrix = lightToTex * LightTransform; } // Create the shadow map void ShadowMapInternals::CreateTexture() { // Cleanup Framebuffer.reset(); Texture.reset(); DummyTexture.reset(); CFG_GET_VAL("shadowquality", QualityLevel); // Get shadow map size as next power of two up from view width/height. int shadowMapSize; switch (QualityLevel) { // Low case -1: shadowMapSize = 512; break; // High case 1: shadowMapSize = 2048; break; // Ultra case 2: shadowMapSize = std::max(round_up_to_pow2(std::max(g_Renderer.GetWidth(), g_Renderer.GetHeight())), 4096); break; // Medium as is default: shadowMapSize = 1024; break; } // Clamp to the maximum texture size. shadowMapSize = std::min( shadowMapSize, static_cast(Device->GetCapabilities().maxTextureSize)); Width = Height = shadowMapSize; // Since we're using a framebuffer object, the whole texture is available EffectiveWidth = Width; EffectiveHeight = Height; const char* formatName; Renderer::Backend::Format backendFormat = Renderer::Backend::Format::UNDEFINED; #if CONFIG2_GLES formatName = "Format::D24_UNORM"; backendFormat = Renderer::Backend::Format::D24_UNORM; #else switch (DepthTextureBits) { case 16: formatName = "Format::D16_UNORM"; backendFormat = Renderer::Backend::Format::D16_UNORM; break; case 24: formatName = "Format::D24_UNORM"; backendFormat = Renderer::Backend::Format::D24_UNORM; break; case 32: formatName = "Format::D32_SFLOAT"; backendFormat = Renderer::Backend::Format::D32_SFLOAT; break; default: formatName = "Default"; backendFormat = Device->GetPreferredDepthStencilFormat( Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, true, false); break; } #endif ENSURE(formatName); LOGMESSAGE("Creating shadow texture (size %dx%d) (format = %s)", Width, Height, formatName); if (g_RenderingOptions.GetShadowAlphaFix()) { DummyTexture = Device->CreateTexture2D("ShadowMapDummy", Renderer::Backend::ITexture::Usage::COLOR_ATTACHMENT, Renderer::Backend::Format::R8G8B8A8_UNORM, Width, Height, Renderer::Backend::Sampler::MakeDefaultSampler( Renderer::Backend::Sampler::Filter::NEAREST, Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE)); } Renderer::Backend::Sampler::Desc samplerDesc = Renderer::Backend::Sampler::MakeDefaultSampler( #if CONFIG2_GLES // GLES doesn't do depth comparisons, so treat it as a // basic unfiltered depth texture Renderer::Backend::Sampler::Filter::NEAREST, #else // Use LINEAR to trigger automatic PCF on some devices. Renderer::Backend::Sampler::Filter::LINEAR, #endif Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE); // Enable automatic depth comparisons samplerDesc.compareEnabled = true; samplerDesc.compareOp = Renderer::Backend::CompareOp::LESS_OR_EQUAL; Texture = Device->CreateTexture2D("ShadowMapDepth", Renderer::Backend::ITexture::Usage::SAMPLED | Renderer::Backend::ITexture::Usage::DEPTH_STENCIL_ATTACHMENT, backendFormat, Width, Height, samplerDesc); const bool useDummyTexture = g_RenderingOptions.GetShadowAlphaFix(); // In case we used ShadowAlphaFix, we ought to clear the unused // color buffer too, else Mali 400 drivers get confused. // Might as well clear stencil too for completeness. Renderer::Backend::SColorAttachment colorAttachment{}; colorAttachment.texture = DummyTexture.get(); colorAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR; colorAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::DONT_CARE; colorAttachment.clearColor = CColor{0.0f, 0.0f, 0.0f, 0.0f}; Renderer::Backend::SDepthStencilAttachment depthStencilAttachment{}; depthStencilAttachment.texture = Texture.get(); depthStencilAttachment.loadOp = Renderer::Backend::AttachmentLoadOp::CLEAR; depthStencilAttachment.storeOp = Renderer::Backend::AttachmentStoreOp::STORE; Framebuffer = Device->CreateFramebuffer("ShadowMapFramebuffer", useDummyTexture ? &colorAttachment : nullptr, &depthStencilAttachment); if (!Framebuffer) { LOGERROR("Failed to create shadows framebuffer"); // Disable shadow rendering (but let the user try again if they want). g_RenderingOptions.SetShadows(false); } } void ShadowMap::BeginRender( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { ENSURE(m->Framebuffer); deviceCommandContext->BeginFramebufferPass(m->Framebuffer.get()); m->SavedViewCamera = g_Renderer.GetSceneRenderer().GetViewCamera(); } void ShadowMap::PrepareCamera( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const int cascade) { m->CalculateShadowMatrices(cascade); Renderer::Backend::IDeviceCommandContext::Rect viewportRect{}; viewportRect.width = m->EffectiveWidth; viewportRect.height = m->EffectiveHeight; deviceCommandContext->SetViewports(1, &viewportRect); CCamera camera = m->SavedViewCamera; camera.SetProjection(m->Cascades[cascade].LightProjection); camera.GetOrientation() = m->InvLightTransform; camera.UpdateFrustum(); g_Renderer.GetSceneRenderer().SetViewCamera(camera); const SViewPort& cascadeViewPort = m->Cascades[cascade].ViewPort; Renderer::Backend::IDeviceCommandContext::Rect scissorRect; scissorRect.x = cascadeViewPort.m_X; scissorRect.y = cascadeViewPort.m_Y; scissorRect.width = cascadeViewPort.m_Width; scissorRect.height = cascadeViewPort.m_Height; deviceCommandContext->SetScissors(1, &scissorRect); } void ShadowMap::EndRender( Renderer::Backend::IDeviceCommandContext* deviceCommandContext) { deviceCommandContext->SetScissors(0, nullptr); deviceCommandContext->EndFramebufferPass(); g_Renderer.GetSceneRenderer().SetViewCamera(m->SavedViewCamera); } void ShadowMap::BindTo( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* shader) const { const int32_t shadowTexBindingSlot = shader->GetBindingSlot(str_shadowTex); if (shadowTexBindingSlot < 0 || !m->Texture) return; deviceCommandContext->SetTexture(shadowTexBindingSlot, m->Texture.get()); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowScale), m->Width, m->Height, 1.0f / m->Width, 1.0f / m->Height); const CVector3D cameraForward = g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetIn(); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_cameraForward), cameraForward.X, cameraForward.Y, cameraForward.Z, cameraForward.Dot(g_Renderer.GetSceneRenderer().GetCullCamera().GetOrientation().GetTranslation())); if (GetCascadeCount() == 1) { deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowTransform), m->Cascades[0].TextureMatrix.AsFloatArray()); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowDistance), m->Cascades[0].Distance); } else { std::vector shadowDistances; std::vector shadowTransforms; for (const ShadowMapInternals::Cascade& cascade : m->Cascades) { shadowDistances.emplace_back(cascade.Distance); shadowTransforms.emplace_back(cascade.TextureMatrix); } deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowTransform), PS::span( shadowTransforms[0]._data, shadowTransforms[0].AsFloatArray().size() * GetCascadeCount())); deviceCommandContext->SetUniform( shader->GetBindingSlot(str_shadowDistance), PS::span(shadowDistances.data(), shadowDistances.size())); } } // Depth texture bits int ShadowMap::GetDepthTextureBits() const { return m->DepthTextureBits; } void ShadowMap::SetDepthTextureBits(int bits) { if (bits != m->DepthTextureBits) { m->Texture.reset(); m->Width = m->Height = 0; m->DepthTextureBits = bits; } } void ShadowMap::RenderDebugBounds() { // Render various shadow bounds: // Yellow = bounds of objects in view frustum that receive shadows // Red = culling frustum used to find potential shadow casters // Blue = frustum used for rendering the shadow map const CMatrix3D transform = g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection() * m->InvLightTransform; g_Renderer.GetDebugRenderer().DrawBoundingBox( m->ShadowReceiverBound, CColor(1.0f, 1.0f, 0.0f, 1.0f), transform, true); for (int cascade = 0; cascade < GetCascadeCount(); ++cascade) { g_Renderer.GetDebugRenderer().DrawBoundingBox( m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.10f), transform); g_Renderer.GetDebugRenderer().DrawBoundingBox( m->Cascades[cascade].ShadowRenderBound, CColor(0.0f, 0.0f, 1.0f, 0.5f), transform, true); const CFrustum frustum = GetShadowCasterCullFrustum(cascade); // We don't have a function to create a brush directly from a frustum, so use // the ugly approach of creating a large cube and then intersecting with the frustum const CBoundingBoxAligned dummy(CVector3D(-1e4, -1e4, -1e4), CVector3D(1e4, 1e4, 1e4)); CBrush brush(dummy); CBrush frustumBrush; brush.Intersect(frustum, frustumBrush); g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f)); g_Renderer.GetDebugRenderer().DrawBrush(frustumBrush, CColor(1.0f, 0.0f, 0.0f, 0.1f), true); } } int ShadowMap::GetCascadeCount() const { #if CONFIG2_GLES return 1; #else return m->ShadowsCoverMap ? 1 : m->CascadeCount; #endif }